Hello to all my existing community and to those that are thinking of buying EOA:Settlements.
As many may be aware, I was hit with a series of critical health issues some time back that caused my ability to concentrate and work very difficult. As such I had to pause the DLC I was planning for the game. My condition got worse and I also had to stop my twitch channel as even speaking was exhausting. Finally 2 months ago I stopped posting new videos on my youtube channel as my health progressively got worse.
The good news is that as the health system in the UK seems to be moving forward, despite the Covid crisis, I not have some new medication and hospital dates have once again appeared in my diary. Day by day I am fighting back as best I can and this week I was well enough to play / record and post a youtube video once more.
There is still a long way to go, but to celebrate the fact that my health is now heading up, rather than down, I have put EOA: Settlements on sale for the whole week. I am not going to over do things just yet and start going through the code of Settlements with a view to push out updates - I need time and a more stable health before I can do that.
But there is now hope...
To anyone else going through tough health times, hang on in there. I know first hand how it can ruin all the plans you had. You have all my best wishes in your fight back to health.
State of the game update!
Hi everyone and welcome to a State of the Game Update.
So first up, I have posted a few times on the forums but not everyone reads every post I make, so it is likely that many of our player base are wondering where is Update 1.4 and DLC 1.
So lets address that first before we go into when it they are due out.
1) Sadly I have not been very well of late and worse yet, I did not rest last time I was unwell and this led to a series of back to back illness that ended up in me being very sick. 2) I was also burn't out as far as development goes. Instead of wanting to get more cool stuff added, I needed to take a break from looking at 100k lines of code each day.
So where are we now? Well the good news is that I have taken some sound advice and just done something else for a while. For those who take a look at my profile, I have a youtube channel and I have been playing games and enjoying myself a bit. (Although I am not very good at it - lol) I have taken up regular walks and am feeling much better. Although don't get too excited, I am still only about 80% of the way back to full health. I have also built up a bit of a fire in my passion for development again and want to get back to adding some great content for the game.
So, what is the state of Update 1.4 and DLC 1? Update 1.4 The good news here is that all of the hard work has been done. I need to add an interface for the 2 world buildings, the Hall of Heroes and The Graveyard. Linking up the legendary skills for the halls will take some playtesting and balancing but that is not taxing work. DLC 1 The moonstone glade is also in a very good place. The only thing holding me back on this is a new way to add extra journal updates so I can link all the story together. Not a lot of work but still enough to need planning before I go ahead and code it.
So how long before it is all out? I would say I only have around 100 hours of work left to get these launched. In the past I would happily do a 70 hour working week and so I would say things like : 10 days and it will be out. But I still need a break, I am not well enough yet to go crazy and when I get back to work it will be more like 20 hours a week instead of 70. So, all is ok. Both updates are almost complete but they will be out when they are ready.
I am still reading and replying on the forums and for those who want to see how much I suck at other games you are welcome to watch my youtube channel and call me a noob in the comments also (lol), I may reply to you their if you are nice :)
Until then, do not worry, more content is on the way. I am well and looking forward to getting back to work. Keep safe and enjoy life. Tormunda.
Latest update moves to the test branch.
Hi all of you wonderful people and welcome to another update to Evolution of Ages: Settlements
This update is more of an overhaul of minor issues that have been outstanding or posted on the forums of late.
List of Fixes
Changed the name of Militia training on the world skills page from Military Training, which was incorrect.
I have overhauled the storage values. Not only do they now work as intended but also you have a tooltip on your storage to explain where all of the storage has come from.
I have added the option to change between static monsters and dynamic monsters, onto the combat screen itself. You can now switch views between the new way monsters move based upon agro and the old way the combat used to run, which I understand is better for quick spamming of attacks.
I have changed the icons on the combat screen for the 3 display options so that they are in keeping with the other icons on the screen.
Smelting was incorrectly listed as an advanced skill on the pop-up info page. It is correctly displayed as a basic skill on the character sheet.
Nuclear power has been overhauled and a tooltip has also been added to the building. I will explain power below.
Power
Power can often be confusing once you unlock Electricity. I am adding extra information to the game to try and make this easier to understand, however I am also going to give an overview below.
Wind Power
Some machines use wind power, you do not need to do anything else with these beyond making sure they are placed above ground.
Solar Power
As with wind, these will look after themselves as long as they are used above ground.
Coal (Steam) Power
You need to have access to coal for these machines to be used. Coal is produced from a coal mine and each mine can power a maximum of 4 machines.
Oil Power
Things start to get confusing here. The oil rig cannot produce Oil without machines to power it. You cannot use an oil powered engine if you are not producing oil. So you need to start off using another type of power to get things going.
Electric Power
This is where we need to take a moment to understand the power chain else it will suddenly all stop. An Electric Power Station needs machines to make electricity but those machines cannot run on electricity themselves. So you can end up with a situation where you have electric machines in the oil rig and oil machines in the power station, which are both reliant on each other. One machine change and it can all shut down. At least 1 coal machine in the chain can help solve this.
Electricity Grid Upgrade
This is an upgrade available in the town centre. Once built it will provide 1 extra electricity for free. (Thus solving a lot of the power chain issues).
Nuclear Power
The Nuclear power station provides 2 power +1 extra per Electricity Grid Upgrade you have in the game. The good news here is that the Nuclear power station does not need machines to produce its energy. This makes the power supply chain almost obsolete.
Nuclear & Fusion Machines
These advanced machine types do not need any supply of power and are the most powerful machines in the game. They are ideal for getting maximum production from late game factories.
End game power
It is still useful to have some electricity being produced in the end game as powerful production robots are available that still require power.
I hope this helps.
Where is the DLC?
It is still moving along. I had to make the call between faster updates but a risk to my health and thus less updates in the long term or slightly slower updates but a healthy developer who will make more updates in the long term ! Yes I can see you at the back shouting, "Forget health, I want my DLC!" lol. It will get here when it is ready :)
Update 1.3.9.10 now available on the test branch.
Hi folks,
This was going to just be a hotfix for the Treasure bug on test but I decided to add a little extra!
New World Skill Interface
I have built a new interface for the world skills. All world skills in the game are now listed on the new GUI. There are now tooltips for each skill, explaining what they are used for. There is now a clear experience bar, showing how close you are to the next level.
New World Skill
Yes! You even get a new world skill.
Logical Thinking!
This skill is gained through unlocking new tech in the science lab. You can also research this skill from era 6, although it is expensive and slow due to the effect of this skill.
What does it do? It directly adds its level to the Science point output of your science lab. With a maximum of an extra 10 points per cycle, this can really help boost the speed of the science lab.
As always I am constantly improving the game, with new interfaces, better clarity and new toys for you to play with. Enjoy!
Scouting changes move to the test branch!
Hello and welcome to this first update of July.
This is build 1.3.9.9 (or 1.4.0.24, as it is part of the 1.4 update build).
First, some scouting changes....
SCOUTING
You can now set scouting to auto select your next scout. This option can be made in both the settings menu and on the scouting screen. This option will help to reduce the amount of clicks required to send out your scouts.
Next up, you can now send 8 scouts! This is something that has been requested a few times and although it is now available, it is the one feature that stops this update going straight into live. This is due to possible hidden issues with 8 scouts. If there are no major issues after a few days, I will move this update into live.
CHANGES
Spears now use the Polearm feats!
The treasure table should no longer detach from the game
The treasure screen is now moveable
The slayer screen is now moveable
The Boss screen is now moveable
Some of the menu items have moved, they now appear when you mouse over other menu items.
A new menu item has been added for the world building menu, this is not available as yet.
Extra tooltips have been added to some buttons and items to help with clarity.
FIXES
[List] <*>Fixed some sound issues. Sound should now be more controllable. <*>You can no longer multi fire artillery <*>Fixed an issue with some stats carrying over between fights <*>Fixed an issue where the support row would not gain stats
Stone Age Challenge Update
Hello and welcome to another regular mini update.
This time I am going to release a new play mode... Yes, some of you already love it and have made this your own little game: Now everyone else can have a go and the challenge has expanded.
Stone Age Challenge.
In order to play this mode you need to go into the game settings menu and turn on Stone Age Challenge. This mode is only available to a) New games or b) a current game that is in era 1 and on challenge rating 5. In this mode, ALL BOSSES will spawn (even Toxicity!) While this mode is on, you will not be able to research anything from era 2+, all higher era equipment drops will have to come from boss fights. This mode can be turned off at any time.
Static Combat Monsters
Some players have requested the old style combat whereby the front line monsters do not move. There is now an option in the settings menu where you can switch to this style.
Work is still going on with update 1.4 and DLC, for updates please check in with my twitter channel.
Other changes
Fixed graphical error on the character sheet
Improved the tooltip response on the character sheet
added back the missing pet tooltip information on both the character sheet and the pet selection menu
added a new play mode: Stone Age Challenge. (In the Settings menu)
added option: Static Combat Monsters. (In the settings menu) whereby the front line monsters no longer move around. This is very much like the old style combat that used to be in the game.
fixed an issue where the dodge skill would stack when using the taunt option.
Fixed an alignment error on the character sheet.
Fixed a scaling error on the character sheet.
several minor improvements.
Patch and extra game options!
Hi, This is just a small patch to fix a few bugs. However, at the same time I added a few community requested game options.
1) Turn off helmets by default. Now when a new character is created, they will start with the show helmet flag set to off. If you manually set the helmet to on, then this character will save with that personal override.
2) No Battle Report You can turn end of combat battle reports off via this game option. All stat gains for your characters will still calculate.
Bug Fixes
Fixed an issue where completing a task would cause combat to stop.
Fixed an issue where setting characters to melee or ranged would reset.
I am working on the DLC content for a while before I push any 1.4 update to the test branch, so hold on in there, I am still here if I go quiet :)
Tormunda.
Always get the latest news on what I am doing, including sneak peaks at 1.4 and DLC 1 on my twitter feed. Twitter
Update 1.3.9 has moved to live.
Hi all, The update 1.3.9 has moved to live.
CHARACTER SHEET!
Larger portraits
Ability to drag the screen via top bar
Stats have been changed to numeric to allow for numbers beyond 5
Skills have been changed to numeric to be inline with the Stats but also to make room for the delete skill option to be available on the main sheet.
Race and Sex have been added
Skills have been colour coded, based upon difficulty. (Difficulty directly effects how much XP is required to advance that skill).
Lots of new artwork
Clearer options for Availability, Combat and Helmet showing.
All of the new gameplay statistics have been added
Equipment, gameplay Stats, Backgrounds and Edges can now be accessed via buttons.
You can now cancel reading a book. The book will return to your collection.
Skill Changes
As part of this update, some of the skills have had their experience requirements changed. The rate of XP is as below. Basic: x1 Advanced: x2 Specialist: x3 Mastery: x4 or x5
Combat medic upgrades from Advanced to Specialist
Dodge was incorrectly listed as Basic in the skill notes.
Shields were incorrectly listed as Basic in the skill notes.
Marksman upgrades to Mastery 4 to be in-line with other Critical skills.
Gunslinger upgrades to Mastery 4 to be in-line with other Critical skills.
Assassin upgrades to Mastery 4 to be in-line with other Critical skills.
Search downgrades from Mastery 4 to Specialist
Climbing downgrades from Mastery 4 to Specialist
Swimming downgrades from Mastery 4 to Specialist
Negotiate down downgrades from Mastery 4 to Specialist
Martial Arts: Wasp downgrades from Mastery 5 to Mastery 4
Changes and Fixes
Added the missing Toxicity Boss battle background.
Fixed a bug that could cause combat to stop when in autocombat mode and using a warmachine.
Fixed Goliath appearing correctly on the map.
Fixed the in combat effects for Goliath
Goliath is now larger on the world map.
The game now will launch on the last monitor it was set to. (If set via the options menu, not a dragged window. Should the screen no longer be available, the game will launch on the default monitor).
The Combat report now displays the game difficulty, the game era, the boss difficulty, the boss rarity and the boss name.
Fixed some sound issues.
Character List menu updated with the new artwork changes.
Pet2 did not correctly clear from dead characters.
Tools did not correctly clear from dead characters.
Skill notes have been updated.
Various minor performance and code cleanups.
Added missing character sheet artwork.
Added the scouting button back onto the character sheet
Fixed an issue with modern road calculations
Removed the customisation menu
Added feats onto the character sheet
Added the ability to change character face etc onto the main character sheet
Cleaned up some code and made some other minor changes
Added Legendary feats to the character sheet (Although the list is hidden for now)
Added Legendary Skills onto the character sheet. (Same as feats)
Added the ability to filter the feats to remove the ones you already have.
Follow me on Twitter for the latest Eoa: Settlements game news! Twitter For my latest GameMaster update on Rollquests, subscribe here! RollQuests More About This Game
Update 1.3.9.3 moved into Test
Hi all, Just to let you know that I have just pushed out a small update to the character sheet.
The update adds the Feats submenu onto the main character sheet as well as the ability to change sex, face, hair and voice.
The Scouting button has also been placed back on the character sheet.
Fixes and changes
Added missing character sheet artwork.
Added the scouting button back onto the character sheet
Fixed an issue with modern road calculations
Removed the customisation menu
Added feats onto the character sheet
Added the ability to change character face etc onto the main character sheet
Cleaned up some code and made some other minor changes
Added Legendary feats to the character sheet (Although the list is hidden for now)
Added Legendary Skills onto the character sheet. (Same as feats)
Added the ability to filter the feats to remove the ones you already have.
As always, catch the latest news and update information on my twitter feed. Twitter
Update 1.3.9 is now on the Test Branch.
Update 1.3.9 is now available on the Test Branch.
New CHARACTER SHEET!
As part of the 1.4 update and to get ready for the new features coming with that update, the character sheet has been redone.
Larger portraits
Ability to drag the screen via top bar
Stats have been changed to numeric to allow for numbers beyond 5
Skills have been changed to numeric to be inline with the Stats but also to make room for the delete skill option to be available on the main sheet.
Race and Sex have been added
Skills have been colour coded, based upon difficulty. (Difficulty directly effects how much XP is required to advance that skill).
Lots of new artwork
Clearer options for Availability, Combat and Helmet showing.
All of the new gameplay statistics have been added
Equipment, gameplay Stats, Backgrounds and Edges can now be accessed via buttons.
You can now cancel reading a book. The book will return to your collection.
Things not complete at this point.
The Feats button still takes you to the old customisation sheet.
There is a blank button below the feats button. This does not work at the moment but will be used to access some of the customisation options when that screen is retired.
Game Stats: Crafted: Epic is not yet available as there are no epic crafts available.
Skill 18 is locked and is part of DLC 1: The Moonstone Grove
Legendary Skills are not available until free Update 1.4
Skill Changes
As part of this update, some of the skills have had their experience requirements changed. The rate of XP is as below. Basic: x1 Advanced: x2 Specialist: x3 Mastery: x4 or x5
Combat medic upgrades from Advanced to Specialist
Dodge was incorrectly listed as Basic in the skill notes.
Shields were incorrectly listed as Basic in the skill notes.
Marksman upgrades to Mastery 4 to be in-line with other Critical skills.
Gunslinger upgrades to Mastery 4 to be in-line with other Critical skills.
Assassin upgrades to Mastery 4 to be in-line with other Critical skills.
Search downgrades from Mastery 4 to Specialist
Climbing downgrades from Mastery 4 to Specialist
Swimming downgrades from Mastery 4 to Specialist
Negotiate down downgrades from Mastery 4 to Specialist
Martial Arts: Wasp downgrades from Mastery 5 to Mastery 4
Changes and Fixes
Added the missing Toxicity Boss battle background.
Fixed a bug that could cause combat to stop when in autocombat mode and using a warmachine.
Fixed Goliath appearing correctly on the map.
Fixed the in combat effects for Goliath
Goliath is now larger on the world map.
The game now will launch on the last monitor it was set to. (If set via the options menu, not a dragged window. Should the screen no longer be available, the game will launch on the default monitor).
The Combat report now displays the game difficulty, the game era, the boss difficulty, the boss rarity and the boss name.
Fixed some sound issues.
Character List menu updated with the new artwork changes.
Pet2 did not correctly clear from dead characters.
Tools did not correctly clear from dead characters.
Skill notes have been updated.
Various minor performance and code cleanups.
Follow me on Twitter for the latest Eoa: Settlements game news! Twitter
For my latest GameMaster update on Rollquests, subscribe here! RollQuests